//==============================================================================================
/**
 * @file	castle_bmp.c
 * @brief	「バトルキャッスル」BMP
 * @author	Satoshi Nohara
 * @date	07.07.05
 */
//==============================================================================================
#include "common.h"
#include "system/fontproc.h"
#include "system/pm_str.h"
#include "system/buflen.h"
#include "system/wordset.h"
#include "savedata/config.h"

#include "castle_sys.h"
#include "castle_bmp.h"


//==============================================================================================
//
//	定義
//
//==============================================================================================
//メニューウィンドウキャラ
#define BC_MENU_CGX_NUM		(1024-MENU_WIN_CGX_SIZ)

//会話ウィンドウキャラ
#define	BC_TALKWIN_CGX_SIZE	(TALK_WIN_CGX_SIZ)
#define	BC_TALKWIN_CGX_NUM	(BC_MENU_CGX_NUM - BC_TALKWIN_CGX_SIZE)

// SELBOXが占有するエリア（最大)
#define	BC_SELBOX_CGX_SIZ	( 15 * 16 )
#define	BC_SELBOX_CGX_NUM	( BC_TALKWIN_CGX_NUM - BC_SELBOX_CGX_SIZ )


//==============================================================================================
//
//	手持ちポケモン画面データ
//
//==============================================================================================
//「トレーナー名1,2」
#define MINE_WIN_TR1_PX			(1)
#define MINE_WIN_TR1_PY			(1)
#define MINE_WIN_TR1_SX			(30)
#define MINE_WIN_TR1_SY			(2)
#define MINE_WIN_TR1_CGX		(1)

//「もどる」
#define MINE_WIN_MODORU_PX		(26)
#define MINE_WIN_MODORU_PY		(19)
#define MINE_WIN_MODORU_SX		(4)
#define MINE_WIN_MODORU_SY		(3)
#define MINE_WIN_MODORU_CGX		(MINE_WIN_TR1_CGX + MINE_WIN_TR1_SX * MINE_WIN_TR1_SY)

//「LV99」
#define MINE_WIN_LV_PX			(0)
#define MINE_WIN_LV_PY			(4)
#define MINE_WIN_LV_SX			(32)
#define MINE_WIN_LV_SY			(2)
#define MINE_WIN_LV_CGX			(MINE_WIN_MODORU_CGX + MINE_WIN_MODORU_SX * MINE_WIN_MODORU_SY)

//「HP」
#define MINE_WIN_HP_PX			(0)
#define MINE_WIN_HP_PY			(9)
#define MINE_WIN_HP_SX			(32)
#define MINE_WIN_HP_SY			(2)
#define MINE_WIN_HP_CGX			(MINE_WIN_LV_CGX + MINE_WIN_LV_SX * MINE_WIN_LV_SY)

//「LV99」(フレームを変えている)
#define MINE_WIN_ITEM_LV_PX		(1)
#define MINE_WIN_ITEM_LV_PY		(7)
#define MINE_WIN_ITEM_LV_SX		(10)
#define MINE_WIN_ITEM_LV_SY		(2)
#define MINE_WIN_ITEM_LV_CGX	(MINE_WIN_CP_CGX + MINE_WIN_CP_SX * MINE_WIN_CP_SY)

//「HP」(フレームを変えている)
#define MINE_WIN_ITEM_HP_PX		(1)
#define MINE_WIN_ITEM_HP_PY		(13)
#define MINE_WIN_ITEM_HP_SX		(11)
#define MINE_WIN_ITEM_HP_SY		(2)
#define MINE_WIN_ITEM_HP_CGX	(MINE_WIN_ITEM_LV_CGX + MINE_WIN_ITEM_LV_SX * MINE_WIN_ITEM_LV_SY)

/////////////////////////////////////
//「つよさ・わざ」(★フレームを変えている)
#define MINE_WIN_STATUS_PX		(5)
#define MINE_WIN_STATUS_PY		(10)
#define MINE_WIN_STATUS_SX		(24)
#define MINE_WIN_STATUS_SY		(14)
#define MINE_WIN_STATUS_CGX		(1)			//注意

//「アイテムリスト」(★フレームを変えている)
#define MINE_WIN_LIST_PX		(12)
#define MINE_WIN_LIST_PY		(2)
#define MINE_WIN_LIST_SX		(19)
//#define MINE_WIN_LIST_SY		(14)
#define MINE_WIN_LIST_SY		(12)
#define MINE_WIN_LIST_CGX		(1)			//注意

// レンタルリスト：アイテム名
#define MINE_WIN_RLIST_SX		( 13 )
#define MINE_WIN_RLIST_SY		( 5 )
#define MINE_WIN_RLIST_LPX		( 3 )
#define MINE_WIN_RLIST_RPX		( 19 )
#define MINE_WIN_RLIST_PY1		( 4 )
#define MINE_WIN_RLIST_PY2		( 9 )
#define MINE_WIN_RLIST_PY3		( 14 )
#define MINE_WIN_RLIST_CGX1		( 1 )
#define MINE_WIN_RLIST_CGX2		( MINE_WIN_RLIST_CGX1 + MINE_WIN_RLIST_SX * MINE_WIN_RLIST_SY )
#define MINE_WIN_RLIST_CGX3		( MINE_WIN_RLIST_CGX2 + MINE_WIN_RLIST_SX * MINE_WIN_RLIST_SY )
#define MINE_WIN_RLIST_CGX4		( MINE_WIN_RLIST_CGX3 + MINE_WIN_RLIST_SX * MINE_WIN_RLIST_SY )
#define MINE_WIN_RLIST_CGX5		( MINE_WIN_RLIST_CGX4 + MINE_WIN_RLIST_SX * MINE_WIN_RLIST_SY )
#define MINE_WIN_RLIST_CGX6		( MINE_WIN_RLIST_CGX5 + MINE_WIN_RLIST_SX * MINE_WIN_RLIST_SY )
#define MINE_WIN_RLIST2_SX		( 12 )
#define MINE_WIN_RLIST2_SY		( 2 )
#define MINE_WIN_RLIST2_PX		( 10 )
#define MINE_WIN_RLIST2_PY		( 8 )
#define MINE_WIN_RLIST2_CGX		( MINE_WIN_RLIST_CGX6 + MINE_WIN_RLIST_SX * MINE_WIN_RLIST_SY )
// レンタルリスト：ＣＰ
#define MINE_WIN_RLCP2_SX		( 4 )
#define MINE_WIN_RLCP2_SY		( 2 )
#define MINE_WIN_RLCP2_PX		( 22 )
#define MINE_WIN_RLCP2_PY		( 8 )
//#define MINE_WIN_RLCP2_CGX		( MINE_WIN_RLCP_CGX6 + MINE_WIN_RLCP_SX * MINE_WIN_RLCP_SY )
#define MINE_WIN_RLCP2_CGX		( MINE_WIN_RLIST2_CGX + MINE_WIN_RLIST2_SX * MINE_WIN_RLIST2_SY )
// レンタルリストのページ
#define MINE_WIN_RPAGE_PX		( 14 )
#define MINE_WIN_RPAGE_PY		( 21 )
#define MINE_WIN_RPAGE_SX		( 4 )
#define MINE_WIN_RPAGE_SY		( 2 )
#define MINE_WIN_RPAGE_CGX		( MINE_WIN_RLCP2_CGX + MINE_WIN_RLCP2_SX * MINE_WIN_RLCP2_SY )
// レンタルリスト「もどる」
#define MINE_WIN_RRET_PX		( 26 )
#define MINE_WIN_RRET_PY		( 21 )
#define MINE_WIN_RRET_SX		( 5 )
#define MINE_WIN_RRET_SY		( 2 )
#define MINE_WIN_RRET_CGX		( MINE_WIN_RPAGE_CGX + MINE_WIN_RPAGE_SX * MINE_WIN_RPAGE_SY )
// レンタルリストタイトル
#define MINE_WIN_RTITLE_PX		( 2 )
#define MINE_WIN_RTITLE_PY		( 1 )
#define MINE_WIN_RTITLE_SX		( 12 )
#define MINE_WIN_RTITLE_SY		( 2 )
#define MINE_WIN_RTITLE_CGX		( MINE_WIN_RRET_CGX + MINE_WIN_RRET_SX * MINE_WIN_RRET_SY )
// レンタルリスト名前
#define MINE_WIN_RNAME_PX		( 16 )
#define MINE_WIN_RNAME_PY		( 1 )
#define MINE_WIN_RNAME_SX		( 8 )
#define MINE_WIN_RNAME_SY		( 2 )
#define MINE_WIN_RNAME_CGX		( MINE_WIN_RTITLE_CGX + MINE_WIN_RTITLE_SX * MINE_WIN_RTITLE_SY )
// レンタルリストＣＰ
#define MINE_WIN_RCP_PX			( 24 )
#define MINE_WIN_RCP_PY			( 1 )
#define MINE_WIN_RCP_SX			( 6 )
#define MINE_WIN_RCP_SY			( 2 )
#define MINE_WIN_RCP_CGX		( MINE_WIN_RNAME_CGX + MINE_WIN_RNAME_SX * MINE_WIN_RNAME_SY )

//「会話」(フレームを変えている)
#define MINE_WIN_TALK_PX		(2)
#define MINE_WIN_TALK_PY		(19)
#define MINE_WIN_TALK_SX		(27)
#define MINE_WIN_TALK_SY		(4)
#define MINE_WIN_TALK_CGX		(MINE_WIN_RCP_CGX + MINE_WIN_RCP_SX * MINE_WIN_RCP_SY)

//「会話(メニューウィンドウ)」(フレームを変えている)(★「会話」内に収まるようにする)
#define MINE_WIN_TALKMENU_PX	(2)
#define MINE_WIN_TALKMENU_PY	(19)
#define MINE_WIN_TALKMENU_SX	(20)
#define MINE_WIN_TALKMENU_SY	(4)
#define MINE_WIN_TALKMENU_CGX	(MINE_WIN_TALK_CGX + MINE_WIN_TALK_SX *MINE_WIN_TALK_SY)

//「会話(メニューウィンドウ2)」(フレームを変えている)(★「会話」内に収まるようにする)
#define MINE_WIN_TALKMENU2_PX	(2)
#define MINE_WIN_TALKMENU2_PY	(19)
#define MINE_WIN_TALKMENU2_SX	(17)
#define MINE_WIN_TALKMENU2_SY	(4)
#define MINE_WIN_TALKMENU2_CGX	(MINE_WIN_TALKMENU_CGX + MINE_WIN_TALKMENU_SX *MINE_WIN_TALKMENU_SY)

//「基本リスト1」(フレームを変えている)(★「リスト」内に収まるようにする」)
//かいふく、レンタル、つよさ、わざ、とじる
#define MINE_WIN_BASIC_LIST_PX	(23)
#define MINE_WIN_BASIC_LIST_PY	(17)
#define MINE_WIN_BASIC_LIST_SX	(8)
#define MINE_WIN_BASIC_LIST_SY	(6)
#define MINE_WIN_BASIC_LIST_CGX	(MINE_WIN_TALKMENU2_CGX + MINE_WIN_TALKMENU2_SX * MINE_WIN_TALKMENU2_SY)

//「回復リスト」(★フレームを変えている)
//ＨＰかいふく、ＰＰかいふく、すべてかいふく、ランクアップ、やめる
#define MINE_WIN_KAIHUKU_LIST_PX	(20)
#define MINE_WIN_KAIHUKU_LIST_PY	(7)
#define MINE_WIN_KAIHUKU_LIST_SX	(11)
#define MINE_WIN_KAIHUKU_LIST_SY	(10)
#define MINE_WIN_KAIHUKU_LIST_CGX	(MINE_WIN_BASIC_LIST_CGX + MINE_WIN_BASIC_LIST_SX * MINE_WIN_BASIC_LIST_SY)

//「レンタルリスト」(フレームを変えている)(★「リスト」内に収まるようにする」)
//きのみ、どうぐ、ランクアップ、やめる
#define MINE_WIN_RENTAL_LIST_PX		(22)
#define MINE_WIN_RENTAL_LIST_PY		(9)
#define MINE_WIN_RENTAL_LIST_SX		(9)
#define MINE_WIN_RENTAL_LIST_SY		(8)
#define MINE_WIN_RENTAL_LIST_CGX	(MINE_WIN_BASIC_LIST_CGX + MINE_WIN_BASIC_LIST_SX * MINE_WIN_BASIC_LIST_SY)

//「道具情報」(フレームを変えている)
#define MINE_WIN_ITEMINFO_PX	(7)
#define MINE_WIN_ITEMINFO_PY	(17)
#define MINE_WIN_ITEMINFO_SX	(23)
#define MINE_WIN_ITEMINFO_SY	(6)
#define MINE_WIN_ITEMINFO_CGX	(MINE_WIN_TALK_CGX + MINE_WIN_TALK_SX *MINE_WIN_TALK_SY)

//「はい・いいえ」(フレームを変えている)
#define MINE_WIN_YESNO_PX		(24)
#define MINE_WIN_YESNO_PY		(13)
#define MINE_WIN_YESNO_SX		(7)
#define MINE_WIN_YESNO_SY		(4)
#define MINE_WIN_YESNO_CGX		(MINE_WIN_ITEMINFO_CGX + MINE_WIN_ITEMINFO_SX *MINE_WIN_ITEMINFO_SY)

//「レベル＋５・レベルー５・やめる」(フレームを変えている)
#define MINE_WIN_SEL_PX			(24)
#define MINE_WIN_SEL_PY			(11)
#define MINE_WIN_SEL_SX			(7)
#define MINE_WIN_SEL_SY			(6)
#define MINE_WIN_SEL_CGX		(MINE_WIN_YESNO_CGX + MINE_WIN_YESNO_SX *MINE_WIN_YESNO_SY)

//「名前＋ＣＰウィンドウ」(フレームを変えている)
#define MINE_WIN_CP_PX			(1)
#define MINE_WIN_CP_PY			(1)
#define MINE_WIN_CP_SX			(8)//(10)
#define MINE_WIN_CP_SY			(4)
#define MINE_WIN_CP_CGX			(MINE_WIN_SEL_CGX + MINE_WIN_SEL_SX *MINE_WIN_SEL_SY)

// 上画面ステータス
// ポケモン名
#define	MINE_WIN_ST_NAME_PX		( 13 )
#define	MINE_WIN_ST_NAME_PY		( 1 )
#define	MINE_WIN_ST_NAME_SX		( 8 )
#define	MINE_WIN_ST_NAME_SY		( 2 )
#define	MINE_WIN_ST_NAME_CGX	( 1024 - MINE_WIN_ST_NAME_SX * MINE_WIN_ST_NAME_SY )
// 性別
#define	MINE_WIN_ST_SEX_PX		( 21 )
#define	MINE_WIN_ST_SEX_PY		( 1 )
#define	MINE_WIN_ST_SEX_SX		( 1 )
#define	MINE_WIN_ST_SEX_SY		( 2 )
#define	MINE_WIN_ST_SEX_CGX		( MINE_WIN_ST_NAME_CGX - MINE_WIN_ST_SEX_SX * MINE_WIN_ST_SEX_SY )
//「Lv.」
#define	MINE_WIN_ST_LV_T_PX		( 23 )
#define	MINE_WIN_ST_LV_T_PY		( 1 )
#define	MINE_WIN_ST_LV_T_SX		( 3 )
#define	MINE_WIN_ST_LV_T_SY		( 2 )
#define	MINE_WIN_ST_LV_T_CGX	( MINE_WIN_ST_SEX_CGX - MINE_WIN_ST_LV_T_SX * MINE_WIN_ST_LV_T_SY )
// レベル
#define	MINE_WIN_ST_LV_P_PX		( 26 )
#define	MINE_WIN_ST_LV_P_PY		( 1 )
#define	MINE_WIN_ST_LV_P_SX		( 3 )
#define	MINE_WIN_ST_LV_P_SY		( 2 )
#define	MINE_WIN_ST_LV_P_CGX	( MINE_WIN_ST_LV_T_CGX - MINE_WIN_ST_LV_P_SX * MINE_WIN_ST_LV_P_SY )
//「とくせい」
#define	MINE_WIN_ST_SP_T_PX		( 13 )
#define	MINE_WIN_ST_SP_T_PY		( 4 )
#define	MINE_WIN_ST_SP_T_SX		( 6 )
#define	MINE_WIN_ST_SP_T_SY		( 2 )
#define	MINE_WIN_ST_SP_T_CGX	( MINE_WIN_ST_LV_P_CGX - MINE_WIN_ST_SP_T_SX * MINE_WIN_ST_SP_T_SY )
// 特性
#define	MINE_WIN_ST_SP_P_PX		( 20 )
#define	MINE_WIN_ST_SP_P_PY		( 4 )
#define	MINE_WIN_ST_SP_P_SX		( 11 )
#define	MINE_WIN_ST_SP_P_SY		( 2 )
#define	MINE_WIN_ST_SP_P_CGX	( MINE_WIN_ST_SP_T_CGX - MINE_WIN_ST_SP_P_SX * MINE_WIN_ST_SP_P_SY )
//「せいかく」
#define	MINE_WIN_ST_CHAR_T_PX	( 13 )
#define	MINE_WIN_ST_CHAR_T_PY	( 7 )
#define	MINE_WIN_ST_CHAR_T_SX	( 6 )
#define	MINE_WIN_ST_CHAR_T_SY	( 2 )
#define	MINE_WIN_ST_CHAR_T_CGX	( MINE_WIN_ST_SP_P_CGX - MINE_WIN_ST_CHAR_T_SX * MINE_WIN_ST_CHAR_T_SY )
// 性格
#define	MINE_WIN_ST_CHAR_P_PX	( 20 )
#define	MINE_WIN_ST_CHAR_P_PY	( 7 )
#define	MINE_WIN_ST_CHAR_P_SX	( 8 )
#define	MINE_WIN_ST_CHAR_P_SY	( 2 )
#define	MINE_WIN_ST_CHAR_P_CGX	( MINE_WIN_ST_CHAR_T_CGX - MINE_WIN_ST_CHAR_P_SX * MINE_WIN_ST_CHAR_P_SY )
//「もちもの」
#define	MINE_WIN_ST_ITEM_T_PX	( 13 )
#define	MINE_WIN_ST_ITEM_T_PY	( 10 )
#define	MINE_WIN_ST_ITEM_T_SX	( 6 )
#define	MINE_WIN_ST_ITEM_T_SY	( 2 )
#define	MINE_WIN_ST_ITEM_T_CGX	( MINE_WIN_ST_CHAR_P_CGX - MINE_WIN_ST_ITEM_T_SX * MINE_WIN_ST_ITEM_T_SY )
// 持ち物
#define	MINE_WIN_ST_ITEM_P_PX	( 19 )
#define	MINE_WIN_ST_ITEM_P_PY	( 10 )
#define	MINE_WIN_ST_ITEM_P_SX	( 12 )
#define	MINE_WIN_ST_ITEM_P_SY	( 2 )
#define	MINE_WIN_ST_ITEM_P_CGX	( MINE_WIN_ST_ITEM_T_CGX - MINE_WIN_ST_ITEM_P_SX * MINE_WIN_ST_ITEM_P_SY )
//「ＨＰ」
#define	MINE_WIN_ST_HP_T_PX		( 1 )
#define	MINE_WIN_ST_HP_T_PY		( 11 )
#define	MINE_WIN_ST_HP_T_SX		( 2 )
#define	MINE_WIN_ST_HP_T_SY		( 2 )
#define	MINE_WIN_ST_HP_T_CGX	( MINE_WIN_ST_ITEM_P_CGX - MINE_WIN_ST_HP_T_SX * MINE_WIN_ST_HP_T_SY )
// ＨＰ
#define	MINE_WIN_ST_HP_P_PX		( 4 )
#define	MINE_WIN_ST_HP_P_PY		( 11 )
//#define	MINE_WIN_ST_HP_P_SX		( 3 )
#define	MINE_WIN_ST_HP_P_SX		( 7 )
#define	MINE_WIN_ST_HP_P_SY		( 2 )
#define	MINE_WIN_ST_HP_P_CGX	( MINE_WIN_ST_HP_T_CGX - MINE_WIN_ST_HP_P_SX * MINE_WIN_ST_HP_P_SY )
// ＨＰの／
#define	MINE_WIN_ST_HPSRA_PX	( 7 )
#define	MINE_WIN_ST_HPSRA_PY	( 11 )
#define	MINE_WIN_ST_HPSRA_SX	( 1 )
#define	MINE_WIN_ST_HPSRA_SY	( 2 )
#define	MINE_WIN_ST_HPSRA_CGX	( MINE_WIN_ST_HP_P_CGX - MINE_WIN_ST_HPSRA_SX * MINE_WIN_ST_HPSRA_SY )
// 最大ＨＰ
#define	MINE_WIN_ST_MHP_P_PX	( 8 )
#define	MINE_WIN_ST_MHP_P_PY	( 11 )
#define	MINE_WIN_ST_MHP_P_SX	( 3 )
#define	MINE_WIN_ST_MHP_P_SY	( 2 )
#define	MINE_WIN_ST_MHP_P_CGX	( MINE_WIN_ST_HPSRA_CGX - MINE_WIN_ST_MHP_P_SX * MINE_WIN_ST_MHP_P_SY )
//「こうげき」
#define	MINE_WIN_ST_ATC_T_PX	( 1 )
#define	MINE_WIN_ST_ATC_T_PY	( 13 )
#define	MINE_WIN_ST_ATC_T_SX	( 6 )
#define	MINE_WIN_ST_ATC_T_SY	( 2 )
#define	MINE_WIN_ST_ATC_T_CGX	( MINE_WIN_ST_MHP_P_CGX - MINE_WIN_ST_ATC_T_SX * MINE_WIN_ST_ATC_T_SY )
// 攻撃
#define	MINE_WIN_ST_ATC_P_PX	( 8 )
#define	MINE_WIN_ST_ATC_P_PY	( 13 )
#define	MINE_WIN_ST_ATC_P_SX	( 3 )
#define	MINE_WIN_ST_ATC_P_SY	( 2 )
#define	MINE_WIN_ST_ATC_P_CGX	( MINE_WIN_ST_ATC_T_CGX - MINE_WIN_ST_ATC_P_SX * MINE_WIN_ST_ATC_P_SY )
//「とくこう」
#define	MINE_WIN_ST_SPA_T_PX	( 1 )
#define	MINE_WIN_ST_SPA_T_PY	( 17 )
#define	MINE_WIN_ST_SPA_T_SX	( 6 )
#define	MINE_WIN_ST_SPA_T_SY	( 2 )
#define	MINE_WIN_ST_SPA_T_CGX	( MINE_WIN_ST_ATC_P_CGX - MINE_WIN_ST_SPA_T_SX * MINE_WIN_ST_SPA_T_SY )
// 特攻
#define	MINE_WIN_ST_SPA_P_PX	( 8 )
#define	MINE_WIN_ST_SPA_P_PY	( 17 )
#define	MINE_WIN_ST_SPA_P_SX	( 3 )
#define	MINE_WIN_ST_SPA_P_SY	( 2 )
#define	MINE_WIN_ST_SPA_P_CGX	( MINE_WIN_ST_SPA_T_CGX - MINE_WIN_ST_SPA_P_SX * MINE_WIN_ST_SPA_P_SY )
//「ぼうぎょ」
#define	MINE_WIN_ST_DEF_T_PX	( 1 )
#define	MINE_WIN_ST_DEF_T_PY	( 15 )
#define	MINE_WIN_ST_DEF_T_SX	( 6 )
#define	MINE_WIN_ST_DEF_T_SY	( 2 )
#define	MINE_WIN_ST_DEF_T_CGX	( MINE_WIN_ST_SPA_P_CGX - MINE_WIN_ST_DEF_T_SX * MINE_WIN_ST_DEF_T_SY )
// 防御
#define	MINE_WIN_ST_DEF_P_PX	( 8 )
#define	MINE_WIN_ST_DEF_P_PY	( 15 )
#define	MINE_WIN_ST_DEF_P_SX	( 3 )
#define	MINE_WIN_ST_DEF_P_SY	( 2 )
#define	MINE_WIN_ST_DEF_P_CGX	( MINE_WIN_ST_DEF_T_CGX - MINE_WIN_ST_DEF_P_SX * MINE_WIN_ST_DEF_P_SY )
//「とくぼう」
#define	MINE_WIN_ST_SPD_T_PX	( 1 )
#define	MINE_WIN_ST_SPD_T_PY	( 19 )
#define	MINE_WIN_ST_SPD_T_SX	( 6 )
#define	MINE_WIN_ST_SPD_T_SY	( 2 )
#define	MINE_WIN_ST_SPD_T_CGX	( MINE_WIN_ST_DEF_P_CGX - MINE_WIN_ST_SPD_T_SX * MINE_WIN_ST_SPD_T_SY )
// 特防
#define	MINE_WIN_ST_SPD_P_PX	( 8 )
#define	MINE_WIN_ST_SPD_P_PY	( 19 )
#define	MINE_WIN_ST_SPD_P_SX	( 3 )
#define	MINE_WIN_ST_SPD_P_SY	( 2 )
#define	MINE_WIN_ST_SPD_P_CGX	( MINE_WIN_ST_SPD_T_CGX - MINE_WIN_ST_SPD_P_SX * MINE_WIN_ST_SPD_P_SY )
//「すばやさ」
#define	MINE_WIN_ST_AGI_T_PX	( 1 )
#define	MINE_WIN_ST_AGI_T_PY	( 21 )
#define	MINE_WIN_ST_AGI_T_SX	( 6 )
#define	MINE_WIN_ST_AGI_T_SY	( 2 )
#define	MINE_WIN_ST_AGI_T_CGX	( MINE_WIN_ST_SPD_P_CGX - MINE_WIN_ST_AGI_T_SX * MINE_WIN_ST_AGI_T_SY )
// 素早さ
#define	MINE_WIN_ST_AGI_P_PX	( 8 )
#define	MINE_WIN_ST_AGI_P_PY	( 21 )
#define	MINE_WIN_ST_AGI_P_SX	( 3 )
#define	MINE_WIN_ST_AGI_P_SY	( 2 )
#define	MINE_WIN_ST_AGI_P_CGX	( MINE_WIN_ST_AGI_T_CGX - MINE_WIN_ST_AGI_P_SX * MINE_WIN_ST_AGI_P_SY )
// 技名１
#define	MINE_WIN_ST_WAZA1_PX	( 13 )
#define	MINE_WIN_ST_WAZA1_PY	( 14 )
#define	MINE_WIN_ST_WAZA_SX		( 11 )
#define	MINE_WIN_ST_WAZA_SY		( 2 )
#define	MINE_WIN_ST_WAZA1_CGX	( MINE_WIN_ST_AGI_P_CGX - MINE_WIN_ST_WAZA_SX * MINE_WIN_ST_WAZA_SY )
// 技名２
#define	MINE_WIN_ST_WAZA2_PX	( 13 )
#define	MINE_WIN_ST_WAZA2_PY	( 16 )
#define	MINE_WIN_ST_WAZA2_CGX	( MINE_WIN_ST_WAZA1_CGX - MINE_WIN_ST_WAZA_SX * MINE_WIN_ST_WAZA_SY )
// 技名３
#define	MINE_WIN_ST_WAZA3_PX	( 13 )
#define	MINE_WIN_ST_WAZA3_PY	( 18 )
#define	MINE_WIN_ST_WAZA3_CGX	( MINE_WIN_ST_WAZA2_CGX - MINE_WIN_ST_WAZA_SX * MINE_WIN_ST_WAZA_SY )
// 技名４
#define	MINE_WIN_ST_WAZA4_PX	( 13 )
#define	MINE_WIN_ST_WAZA4_PY	( 20 )
#define	MINE_WIN_ST_WAZA4_CGX	( MINE_WIN_ST_WAZA3_CGX - MINE_WIN_ST_WAZA_SX * MINE_WIN_ST_WAZA_SY )
// PP1
#define	MINE_WIN_ST_PP1_PX		( 26 )
#define	MINE_WIN_ST_PP1_PY		( 14 )
#define	MINE_WIN_ST_PP_SX		( 5 )
#define	MINE_WIN_ST_PP_SY		( 2 )
#define	MINE_WIN_ST_PP1_CGX		( MINE_WIN_ST_WAZA4_CGX - MINE_WIN_ST_PP_SX * MINE_WIN_ST_PP_SY )
// PP2
#define	MINE_WIN_ST_PP2_PX		( 26 )
#define	MINE_WIN_ST_PP2_PY		( 16 )
#define	MINE_WIN_ST_PP2_CGX		( MINE_WIN_ST_PP1_CGX - MINE_WIN_ST_PP_SX * MINE_WIN_ST_PP_SY )
// PP3
#define	MINE_WIN_ST_PP3_PX		( 26 )
#define	MINE_WIN_ST_PP3_PY		( 18 )
#define	MINE_WIN_ST_PP3_CGX		( MINE_WIN_ST_PP2_CGX - MINE_WIN_ST_PP_SX * MINE_WIN_ST_PP_SY )
// PP4
#define	MINE_WIN_ST_PP4_PX		( 26 )
#define	MINE_WIN_ST_PP4_PY		( 20 )
#define	MINE_WIN_ST_PP4_CGX		( MINE_WIN_ST_PP3_CGX - MINE_WIN_ST_PP_SX * MINE_WIN_ST_PP_SY )

// アイテム説明
#define	MINE_WIN_RST_ITEMINFO_PX	( 4 )
#define	MINE_WIN_RST_ITEMINFO_PY	( 17 )
#define	MINE_WIN_RST_ITEMINFO_SX	( 27 )
#define	MINE_WIN_RST_ITEMINFO_SY	( 6 )
#define	MINE_WIN_RST_ITEMINFO_CGX	( 1024 - MINE_WIN_RST_ITEMINFO_SX * MINE_WIN_RST_ITEMINFO_SY )
// レンタルリスト中のポケモン名
#define	MINE_WIN_RST_NAME_PX	( 13 )
#define	MINE_WIN_RST_NAME_PY	( 5 )
#define	MINE_WIN_RST_NAME_SX	( 8 )
#define	MINE_WIN_RST_NAME_SY	( 2 )
#define	MINE_WIN_RST_NAME_CGX	( MINE_WIN_RST_ITEMINFO_CGX - MINE_WIN_RST_NAME_SX * MINE_WIN_RST_NAME_SY )
// レンタルリスト中の性別
#define	MINE_WIN_RST_SEX_PX		( 21 )
#define	MINE_WIN_RST_SEX_PY		( 5 )
#define	MINE_WIN_RST_SEX_SX		( 1 )
#define	MINE_WIN_RST_SEX_SY		( 2 )
#define	MINE_WIN_RST_SEX_CGX	( MINE_WIN_RST_NAME_CGX - MINE_WIN_RST_SEX_SX * MINE_WIN_RST_SEX_SY )
// レンタルリスト中の「Lv.」
#define	MINE_WIN_RST_LV_T_PX	( 23 )
#define	MINE_WIN_RST_LV_T_PY	( 5 )
#define	MINE_WIN_RST_LV_T_SX	( 3 )
#define	MINE_WIN_RST_LV_T_SY	( 2 )
#define	MINE_WIN_RST_LV_T_CGX	( MINE_WIN_RST_SEX_CGX - MINE_WIN_RST_LV_T_SX * MINE_WIN_RST_LV_T_SY )
// レンタルリスト中のレベル
#define	MINE_WIN_RST_LV_P_PX	( 26 )
#define	MINE_WIN_RST_LV_P_PY	( 5 )
#define	MINE_WIN_RST_LV_P_SX	( 3 )
#define	MINE_WIN_RST_LV_P_SY	( 2 )
#define	MINE_WIN_RST_LV_P_CGX	( MINE_WIN_RST_LV_T_CGX - MINE_WIN_RST_LV_P_SX * MINE_WIN_RST_LV_P_SY )
// レンタルリスト中の「ＨＰ」
#define	MINE_WIN_RST_HP_T_PX	( 13 )
#define	MINE_WIN_RST_HP_T_PY	( 8 )
#define	MINE_WIN_RST_HP_T_SX	( 2 )
#define	MINE_WIN_RST_HP_T_SY	( 2 )
#define	MINE_WIN_RST_HP_T_CGX	( MINE_WIN_RST_LV_P_CGX - MINE_WIN_RST_HP_T_SX * MINE_WIN_RST_HP_T_SY )
// レンタルリスト中のＨＰ
#define	MINE_WIN_RST_HP_P_PX	( 16 )
#define	MINE_WIN_RST_HP_P_PY	( 8 )
#define	MINE_WIN_RST_HP_P_SX	( 8 )
#define	MINE_WIN_RST_HP_P_SY	( 2 )
#define	MINE_WIN_RST_HP_P_CGX	( MINE_WIN_RST_HP_T_CGX - MINE_WIN_RST_HP_P_SX * MINE_WIN_RST_HP_P_SY )
// レンタルリスト中の「もちもの」
#define	MINE_WIN_RST_ITEM_T_PX	( 13 )
#define	MINE_WIN_RST_ITEM_T_PY	( 11 )
#define	MINE_WIN_RST_ITEM_T_SX	( 6 )
#define	MINE_WIN_RST_ITEM_T_SY	( 2 )
#define	MINE_WIN_RST_ITEM_T_CGX	( MINE_WIN_RST_HP_P_CGX - MINE_WIN_RST_ITEM_T_SX * MINE_WIN_RST_ITEM_T_SY )
// レンタルリスト中の持ち物名
#define	MINE_WIN_RST_ITEM_P_PX	( 19 )
#define	MINE_WIN_RST_ITEM_P_PY	( 11 )
#define	MINE_WIN_RST_ITEM_P_SX	( 12 )
#define	MINE_WIN_RST_ITEM_P_SY	( 2 )
#define	MINE_WIN_RST_ITEM_P_CGX	( MINE_WIN_RST_ITEM_T_CGX - MINE_WIN_RST_ITEM_P_SX * MINE_WIN_RST_ITEM_P_SY )


static const BMPWIN_DAT CastleMineBmpData[] =
{
	{	// 0:「トレーナー名1、2」
		BC_FRAME_WIN, MINE_WIN_TR1_PX, MINE_WIN_TR1_PY,
		MINE_WIN_TR1_SX, MINE_WIN_TR1_SY, BC_FONT_PAL, MINE_WIN_TR1_CGX
	},
	{	// 1:「もどる」
		BC_FRAME_WIN, MINE_WIN_MODORU_PX, MINE_WIN_MODORU_PY,
		MINE_WIN_MODORU_SX, MINE_WIN_MODORU_SY, BC_FONT_PAL, MINE_WIN_MODORU_CGX
	},
	{	// 3:「LV99」
		BC_FRAME_WIN, MINE_WIN_LV_PX, MINE_WIN_LV_PY,
		MINE_WIN_LV_SX, MINE_WIN_LV_SY, BC_FONT_PAL, MINE_WIN_LV_CGX
	},
	{	// 4:「999/999」
		BC_FRAME_WIN, MINE_WIN_HP_PX, MINE_WIN_HP_PY,
		MINE_WIN_HP_SX, MINE_WIN_HP_SY, BC_FONT_PAL, MINE_WIN_HP_CGX
	},
	//////////////////////
	{	// 5:「つよさ・わざ」
		BC_FRAME_TYPE, MINE_WIN_STATUS_PX, MINE_WIN_STATUS_PY,			//フレームが違うので注意！
		MINE_WIN_STATUS_SX, MINE_WIN_STATUS_SY, BC_FONT_PAL, MINE_WIN_STATUS_CGX
	},
	{	// 6:「リスト」
		BC_FRAME_TYPE, MINE_WIN_LIST_PX, MINE_WIN_LIST_PY,				//フレームが違うので注意！
		MINE_WIN_LIST_SX, MINE_WIN_LIST_SY, BC_FONT_PAL, MINE_WIN_LIST_CGX
	},
	{	// 10:「会話」
		BC_FRAME_TYPE, MINE_WIN_TALK_PX, MINE_WIN_TALK_PY,				//フレームが違うので注意！
		MINE_WIN_TALK_SX, MINE_WIN_TALK_SY, BC_MSGFONT_PAL, MINE_WIN_TALK_CGX
	},
	{	// 11:「会話(メニューウィンドウ)」
		BC_FRAME_TYPE, MINE_WIN_TALKMENU_PX, MINE_WIN_TALKMENU_PY,		//フレームが違うので注意！
		MINE_WIN_TALKMENU_SX, MINE_WIN_TALKMENU_SY, BC_MSGFONT_PAL, MINE_WIN_TALKMENU_CGX
	},
	{	// 12:「会話(メニューウィンドウ2)」
		BC_FRAME_TYPE, MINE_WIN_TALKMENU2_PX, MINE_WIN_TALKMENU2_PY,	//フレームが違うので注意！
		MINE_WIN_TALKMENU2_SX, MINE_WIN_TALKMENU2_SY, BC_MSGFONT_PAL, MINE_WIN_TALKMENU2_CGX
	},
	{	// 9:「基本リスト1」
		BC_FRAME_TYPE, MINE_WIN_BASIC_LIST_PX, MINE_WIN_BASIC_LIST_PY,//フレームが違うので注意！
		MINE_WIN_BASIC_LIST_SX, MINE_WIN_BASIC_LIST_SY, BC_FONT_PAL, MINE_WIN_BASIC_LIST_CGX
	},
	{	// 7:「回復リスト」
		BC_FRAME_TYPE, MINE_WIN_KAIHUKU_LIST_PX, MINE_WIN_KAIHUKU_LIST_PY,//フレームが違うので注意！
		MINE_WIN_KAIHUKU_LIST_SX, MINE_WIN_KAIHUKU_LIST_SY, BC_FONT_PAL, MINE_WIN_KAIHUKU_LIST_CGX
	},
	{	// 8:「レンタルリスト」
		BC_FRAME_TYPE, MINE_WIN_RENTAL_LIST_PX, MINE_WIN_RENTAL_LIST_PY,//フレームが違うので注意！
		MINE_WIN_RENTAL_LIST_SX, MINE_WIN_RENTAL_LIST_SY, BC_FONT_PAL, MINE_WIN_RENTAL_LIST_CGX
	},
	{	// 13:「道具情報」
		BC_FRAME_TYPE, MINE_WIN_ITEMINFO_PX, MINE_WIN_ITEMINFO_PY,		//フレームが違うので注意！
		MINE_WIN_ITEMINFO_SX, MINE_WIN_ITEMINFO_SY, BC_MSGFONT_PAL, MINE_WIN_ITEMINFO_CGX
	},
	{	// 14:「はい・いいえ」
		BC_FRAME_TYPE, MINE_WIN_YESNO_PX, MINE_WIN_YESNO_PY,			//フレームが違うので注意！
		MINE_WIN_YESNO_SX, MINE_WIN_YESNO_SY, BC_FONT_PAL, MINE_WIN_YESNO_CGX
	},
	{	// 15:「レベル＋５・レベルー５・やめる」
		BC_FRAME_TYPE, MINE_WIN_SEL_PX, MINE_WIN_SEL_PY,				//フレームが違うので注意！
		MINE_WIN_SEL_SX, MINE_WIN_SEL_SY, BC_FONT_PAL, MINE_WIN_SEL_CGX
	},
	{	// 16:「名前＋CPウィンドウ」
		BC_FRAME_TYPE, MINE_WIN_CP_PX, MINE_WIN_CP_PY,					//フレームが違うので注意！
		MINE_WIN_CP_SX, MINE_WIN_CP_SY, BC_FONT_PAL, MINE_WIN_CP_CGX
	},
	{	// 17:「LV99」
		BC_FRAME_TYPE, MINE_WIN_ITEM_LV_PX, MINE_WIN_ITEM_LV_PY,
		MINE_WIN_ITEM_LV_SX, MINE_WIN_ITEM_LV_SY, BC_FONT_PAL, MINE_WIN_ITEM_LV_CGX
	},
	{	// 18:「999/999」
		BC_FRAME_TYPE, MINE_WIN_ITEM_HP_PX, MINE_WIN_ITEM_HP_PY,
		MINE_WIN_ITEM_HP_SX, MINE_WIN_ITEM_HP_SY, BC_FONT_PAL, MINE_WIN_ITEM_HP_CGX
	},

	// 上画面ステータス
	{	// ポケモン名
		BC_FRAME_BMP, MINE_WIN_ST_NAME_PX, MINE_WIN_ST_NAME_PY,
		MINE_WIN_ST_NAME_SX, MINE_WIN_ST_NAME_SY, BC_FONT_PAL_S, MINE_WIN_ST_NAME_CGX
	},
	{	// 性別
		BC_FRAME_BMP, MINE_WIN_ST_SEX_PX, MINE_WIN_ST_SEX_PY,
		MINE_WIN_ST_SEX_SX, MINE_WIN_ST_SEX_SY, BC_FONT_PAL_S, MINE_WIN_ST_SEX_CGX
	},
	{	//「Lv.」
		BC_FRAME_BMP, MINE_WIN_ST_LV_T_PX, MINE_WIN_ST_LV_T_PY,
		MINE_WIN_ST_LV_T_SX, MINE_WIN_ST_LV_T_SY, BC_FONT_PAL_S, MINE_WIN_ST_LV_T_CGX
	},
	{	// レベル
		BC_FRAME_BMP, MINE_WIN_ST_LV_P_PX, MINE_WIN_ST_LV_P_PY,
		MINE_WIN_ST_LV_P_SX, MINE_WIN_ST_LV_P_SY, BC_FONT_PAL_S, MINE_WIN_ST_LV_P_CGX
	},
	{	//「とくせい」
		BC_FRAME_BMP, MINE_WIN_ST_SP_T_PX, MINE_WIN_ST_SP_T_PY,
		MINE_WIN_ST_SP_T_SX, MINE_WIN_ST_SP_T_SY, BC_FONT_PAL_S, MINE_WIN_ST_SP_T_CGX
	},
	{	// 特性
		BC_FRAME_BMP, MINE_WIN_ST_SP_P_PX, MINE_WIN_ST_SP_P_PY,
		MINE_WIN_ST_SP_P_SX, MINE_WIN_ST_SP_P_SY, BC_FONT_PAL_S, MINE_WIN_ST_SP_P_CGX
	},
	{	//「せいかく」
		BC_FRAME_BMP, MINE_WIN_ST_CHAR_T_PX, MINE_WIN_ST_CHAR_T_PY,
		MINE_WIN_ST_CHAR_T_SX, MINE_WIN_ST_CHAR_T_SY, BC_FONT_PAL_S, MINE_WIN_ST_CHAR_T_CGX
	},
	{	// 性格
		BC_FRAME_BMP, MINE_WIN_ST_CHAR_P_PX, MINE_WIN_ST_CHAR_P_PY,
		MINE_WIN_ST_CHAR_P_SX, MINE_WIN_ST_CHAR_P_SY, BC_FONT_PAL_S, MINE_WIN_ST_CHAR_P_CGX
	},
	{	//「もちもの」
		BC_FRAME_BMP, MINE_WIN_ST_ITEM_T_PX, MINE_WIN_ST_ITEM_T_PY,
		MINE_WIN_ST_ITEM_T_SX, MINE_WIN_ST_ITEM_T_SY, BC_FONT_PAL_S, MINE_WIN_ST_ITEM_T_CGX
	},
	{	// 持ち物
		BC_FRAME_BMP, MINE_WIN_ST_ITEM_P_PX, MINE_WIN_ST_ITEM_P_PY,
		MINE_WIN_ST_ITEM_P_SX, MINE_WIN_ST_ITEM_P_SY, BC_FONT_PAL_S, MINE_WIN_ST_ITEM_P_CGX
	},
	{	//「ＨＰ」
		BC_FRAME_BMP, MINE_WIN_ST_HP_T_PX, MINE_WIN_ST_HP_T_PY,
		MINE_WIN_ST_HP_T_SX, MINE_WIN_ST_HP_T_SY, BC_FONT_PAL_S, MINE_WIN_ST_HP_T_CGX
	},
	{	// ＨＰ
		BC_FRAME_BMP, MINE_WIN_ST_HP_P_PX, MINE_WIN_ST_HP_P_PY,
		MINE_WIN_ST_HP_P_SX, MINE_WIN_ST_HP_P_SY, BC_FONT_PAL_S, MINE_WIN_ST_HP_P_CGX
	},
/*
	{	// ＨＰの／
		BC_FRAME_BMP, MINE_WIN_ST_HPSRA_PX, MINE_WIN_ST_HPSRA_PY,
		MINE_WIN_ST_HPSRA_SX, MINE_WIN_ST_HPSRA_SY, BC_FONT_PAL_S, MINE_WIN_ST_HPSRA_CGX
	},
	{	// 最大ＨＰ
		BC_FRAME_BMP, MINE_WIN_ST_MHP_P_PX, MINE_WIN_ST_MHP_P_PY,
		MINE_WIN_ST_MHP_P_SX, MINE_WIN_ST_MHP_P_SY, BC_FONT_PAL_S, MINE_WIN_ST_MHP_P_CGX
	},
*/
	{	//「こうげき」
		BC_FRAME_BMP, MINE_WIN_ST_ATC_T_PX, MINE_WIN_ST_ATC_T_PY,
		MINE_WIN_ST_ATC_T_SX, MINE_WIN_ST_ATC_T_SY, BC_FONT_PAL_S, MINE_WIN_ST_ATC_T_CGX
	},
	{	// 攻撃
		BC_FRAME_BMP, MINE_WIN_ST_ATC_P_PX, MINE_WIN_ST_ATC_P_PY,
		MINE_WIN_ST_ATC_P_SX, MINE_WIN_ST_ATC_P_SY, BC_FONT_PAL_S, MINE_WIN_ST_ATC_P_CGX
	},
	{	//「とくこう」
		BC_FRAME_BMP, MINE_WIN_ST_SPA_T_PX, MINE_WIN_ST_SPA_T_PY,
		MINE_WIN_ST_SPA_T_SX, MINE_WIN_ST_SPA_T_SY, BC_FONT_PAL_S, MINE_WIN_ST_SPA_T_CGX
	},
	{	// 特攻
		BC_FRAME_BMP, MINE_WIN_ST_SPA_P_PX, MINE_WIN_ST_SPA_P_PY,
		MINE_WIN_ST_SPA_P_SX, MINE_WIN_ST_SPA_P_SY, BC_FONT_PAL_S, MINE_WIN_ST_SPA_P_CGX
	},
	{	//「ぼうぎょ」
		BC_FRAME_BMP, MINE_WIN_ST_DEF_T_PX, MINE_WIN_ST_DEF_T_PY,
		MINE_WIN_ST_DEF_T_SX, MINE_WIN_ST_DEF_T_SY, BC_FONT_PAL_S, MINE_WIN_ST_DEF_T_CGX
	},
	{	// 防御
		BC_FRAME_BMP, MINE_WIN_ST_DEF_P_PX, MINE_WIN_ST_DEF_P_PY,
		MINE_WIN_ST_DEF_P_SX, MINE_WIN_ST_DEF_P_SY, BC_FONT_PAL_S, MINE_WIN_ST_DEF_P_CGX
	},
	{	//「とくぼう」
		BC_FRAME_BMP, MINE_WIN_ST_SPD_T_PX, MINE_WIN_ST_SPD_T_PY,
		MINE_WIN_ST_SPD_T_SX, MINE_WIN_ST_SPD_T_SY, BC_FONT_PAL_S, MINE_WIN_ST_SPD_T_CGX
	},
	{	// 特防
		BC_FRAME_BMP, MINE_WIN_ST_SPD_P_PX, MINE_WIN_ST_SPD_P_PY,
		MINE_WIN_ST_SPD_P_SX, MINE_WIN_ST_SPD_P_SY, BC_FONT_PAL_S, MINE_WIN_ST_SPD_P_CGX
	},
	{	//「すばやさ」
		BC_FRAME_BMP, MINE_WIN_ST_AGI_T_PX, MINE_WIN_ST_AGI_T_PY,
		MINE_WIN_ST_AGI_T_SX, MINE_WIN_ST_AGI_T_SY, BC_FONT_PAL_S, MINE_WIN_ST_AGI_T_CGX
	},
	{	// 素早さ
		BC_FRAME_BMP, MINE_WIN_ST_AGI_P_PX, MINE_WIN_ST_AGI_P_PY,
		MINE_WIN_ST_AGI_P_SX, MINE_WIN_ST_AGI_P_SY, BC_FONT_PAL_S, MINE_WIN_ST_AGI_P_CGX
	},
	{	// 技名１
		BC_FRAME_BMP, MINE_WIN_ST_WAZA1_PX, MINE_WIN_ST_WAZA1_PY,
		MINE_WIN_ST_WAZA_SX, MINE_WIN_ST_WAZA_SY, BC_FONT_PAL_S, MINE_WIN_ST_WAZA1_CGX,
	},
	{	// 技名２
		BC_FRAME_BMP, MINE_WIN_ST_WAZA2_PX, MINE_WIN_ST_WAZA2_PY,
		MINE_WIN_ST_WAZA_SX, MINE_WIN_ST_WAZA_SY, BC_FONT_PAL_S, MINE_WIN_ST_WAZA2_CGX
	},
	{	// 技名３
		BC_FRAME_BMP, MINE_WIN_ST_WAZA3_PX, MINE_WIN_ST_WAZA3_PY,
		MINE_WIN_ST_WAZA_SX, MINE_WIN_ST_WAZA_SY, BC_FONT_PAL_S, MINE_WIN_ST_WAZA3_CGX
	},
	{	// 技名４
		BC_FRAME_BMP, MINE_WIN_ST_WAZA4_PX, MINE_WIN_ST_WAZA4_PY,
		MINE_WIN_ST_WAZA_SX, MINE_WIN_ST_WAZA_SY, BC_FONT_PAL_S, MINE_WIN_ST_WAZA4_CGX
	},
	{	// PP1
		BC_FRAME_BMP, MINE_WIN_ST_PP1_PX, MINE_WIN_ST_PP1_PY,
		MINE_WIN_ST_PP_SX, MINE_WIN_ST_PP_SY, BC_FONT_PAL_S, MINE_WIN_ST_PP1_CGX
	},
	{	// PP2
		BC_FRAME_BMP, MINE_WIN_ST_PP2_PX, MINE_WIN_ST_PP2_PY,
		MINE_WIN_ST_PP_SX, MINE_WIN_ST_PP_SY, BC_FONT_PAL_S, MINE_WIN_ST_PP2_CGX
	},
	{	// PP3
		BC_FRAME_BMP, MINE_WIN_ST_PP3_PX, MINE_WIN_ST_PP3_PY,
		MINE_WIN_ST_PP_SX, MINE_WIN_ST_PP_SY, BC_FONT_PAL_S, MINE_WIN_ST_PP3_CGX
	},
	{	// PP4
		BC_FRAME_BMP, MINE_WIN_ST_PP4_PX, MINE_WIN_ST_PP4_PY,
		MINE_WIN_ST_PP_SX, MINE_WIN_ST_PP_SY, BC_FONT_PAL_S, MINE_WIN_ST_PP4_CGX
	},

	{	// レンタルリスト：アイテム名
		BC_FRAME_TYPE, MINE_WIN_RLIST_LPX, MINE_WIN_RLIST_PY1,
		MINE_WIN_RLIST_SX, MINE_WIN_RLIST_SY, BC_FONT_PAL, MINE_WIN_RLIST_CGX1
	},
	{	// レンタルリスト：アイテム名
		BC_FRAME_TYPE, MINE_WIN_RLIST_RPX, MINE_WIN_RLIST_PY1,
		MINE_WIN_RLIST_SX, MINE_WIN_RLIST_SY, BC_FONT_PAL, MINE_WIN_RLIST_CGX2
	},
	{	// レンタルリスト：アイテム名
		BC_FRAME_TYPE, MINE_WIN_RLIST_LPX, MINE_WIN_RLIST_PY2,
		MINE_WIN_RLIST_SX, MINE_WIN_RLIST_SY, BC_FONT_PAL, MINE_WIN_RLIST_CGX3
	},
	{	// レンタルリスト：アイテム名
		BC_FRAME_TYPE, MINE_WIN_RLIST_RPX, MINE_WIN_RLIST_PY2,
		MINE_WIN_RLIST_SX, MINE_WIN_RLIST_SY, BC_FONT_PAL, MINE_WIN_RLIST_CGX4
	},
	{	// レンタルリスト：アイテム名
		BC_FRAME_TYPE, MINE_WIN_RLIST_LPX, MINE_WIN_RLIST_PY3,
		MINE_WIN_RLIST_SX, MINE_WIN_RLIST_SY, BC_FONT_PAL, MINE_WIN_RLIST_CGX5
	},
	{	// レンタルリスト：アイテム名
		BC_FRAME_TYPE, MINE_WIN_RLIST_RPX, MINE_WIN_RLIST_PY3,
		MINE_WIN_RLIST_SX, MINE_WIN_RLIST_SY, BC_FONT_PAL, MINE_WIN_RLIST_CGX6
	},
	{	// レンタルリスト：アイテム名
		BC_FRAME_TYPE, MINE_WIN_RLIST2_PX, MINE_WIN_RLIST2_PY,
		MINE_WIN_RLIST2_SX, MINE_WIN_RLIST2_SY, BC_FONT_PAL, MINE_WIN_RLIST2_CGX
	},
	{	// レンタルリスト：ＣＰ
		BC_FRAME_TYPE, MINE_WIN_RLCP2_PX, MINE_WIN_RLCP2_PY,
		MINE_WIN_RLCP2_SX, MINE_WIN_RLCP2_SY, BC_FONT_PAL, MINE_WIN_RLCP2_CGX
	},
	{	// レンタルリストのページ
		BC_FRAME_TYPE, MINE_WIN_RPAGE_PX, MINE_WIN_RPAGE_PY,
		MINE_WIN_RPAGE_SX, MINE_WIN_RPAGE_SY, BC_FONT_PAL, MINE_WIN_RPAGE_CGX
	},
	{	// レンタルリスト「もどる」
		BC_FRAME_TYPE, MINE_WIN_RRET_PX, MINE_WIN_RRET_PY,
		MINE_WIN_RRET_SX, MINE_WIN_RRET_SY, BC_FONT_PAL, MINE_WIN_RRET_CGX
	},
	{	// レンタルリストタイトル
		BC_FRAME_TYPE, MINE_WIN_RTITLE_PX, MINE_WIN_RTITLE_PY,
		MINE_WIN_RTITLE_SX, MINE_WIN_RTITLE_SY, BC_FONT_PAL, MINE_WIN_RTITLE_CGX
	},
	{	// レンタルリスト名前
		BC_FRAME_TYPE, MINE_WIN_RNAME_PX, MINE_WIN_RNAME_PY,
		MINE_WIN_RNAME_SX, MINE_WIN_RNAME_SY, BC_FONT_PAL, MINE_WIN_RNAME_CGX
	},
	{	// レンタルリストＣＰ
		BC_FRAME_TYPE, MINE_WIN_RCP_PX, MINE_WIN_RCP_PY,
		MINE_WIN_RCP_SX, MINE_WIN_RCP_SY, BC_FONT_PAL, MINE_WIN_RCP_CGX
	},

	{	// アイテム説明
		BC_FRAME_RBMP, MINE_WIN_RST_ITEMINFO_PX, MINE_WIN_RST_ITEMINFO_PY,
		MINE_WIN_RST_ITEMINFO_SX, MINE_WIN_RST_ITEMINFO_SY, BC_FONT_PAL_S, MINE_WIN_RST_ITEMINFO_CGX
	},
	{	// レンタルリスト中のポケモン名
		BC_FRAME_RBMP, MINE_WIN_RST_NAME_PX, MINE_WIN_RST_NAME_PY,
		MINE_WIN_RST_NAME_SX, MINE_WIN_RST_NAME_SY, BC_FONT_PAL_S, MINE_WIN_RST_NAME_CGX
	},
	{	// レンタルリスト中の性別
		BC_FRAME_RBMP, MINE_WIN_RST_SEX_PX, MINE_WIN_RST_SEX_PY,
		MINE_WIN_RST_SEX_SX, MINE_WIN_RST_SEX_SY, BC_FONT_PAL_S, MINE_WIN_RST_SEX_CGX
	},
	{	// レンタルリスト中の「Lv.」
		BC_FRAME_RBMP, MINE_WIN_RST_LV_T_PX, MINE_WIN_RST_LV_T_PY,
		MINE_WIN_RST_LV_T_SX, MINE_WIN_RST_LV_T_SY, BC_FONT_PAL_S, MINE_WIN_RST_LV_T_CGX
	},
	{	// レンタルリスト中のレベル
		BC_FRAME_RBMP, MINE_WIN_RST_LV_P_PX, MINE_WIN_RST_LV_P_PY,
		MINE_WIN_RST_LV_P_SX, MINE_WIN_RST_LV_P_SY, BC_FONT_PAL_S, MINE_WIN_RST_LV_P_CGX
	},
	{	// レンタルリスト中の「ＨＰ」
		BC_FRAME_RBMP, MINE_WIN_RST_HP_T_PX, MINE_WIN_RST_HP_T_PY,
		MINE_WIN_RST_HP_T_SX, MINE_WIN_RST_HP_T_SY, BC_FONT_PAL_S, MINE_WIN_RST_HP_T_CGX
	},
	{	// レンタルリスト中のＨＰ
		BC_FRAME_RBMP, MINE_WIN_RST_HP_P_PX, MINE_WIN_RST_HP_P_PY,
		MINE_WIN_RST_HP_P_SX, MINE_WIN_RST_HP_P_SY, BC_FONT_PAL_S, MINE_WIN_RST_HP_P_CGX
	},
	{	// レンタルリスト中の「もちもの」
		BC_FRAME_RBMP, MINE_WIN_RST_ITEM_T_PX, MINE_WIN_RST_ITEM_T_PY,
		MINE_WIN_RST_ITEM_T_SX, MINE_WIN_RST_ITEM_T_SY, BC_FONT_PAL_S, MINE_WIN_RST_ITEM_T_CGX
	},
	{	// レンタルリスト中の持ち物名
		BC_FRAME_RBMP, MINE_WIN_RST_ITEM_P_PX, MINE_WIN_RST_ITEM_P_PY,
		MINE_WIN_RST_ITEM_P_SX, MINE_WIN_RST_ITEM_P_SY, BC_FONT_PAL_S, MINE_WIN_RST_ITEM_P_CGX
	},
};


//==============================================================================================
//
//	敵トレーナー画面データ
//
//==============================================================================================
//「トレーナー名1,2」
#define ENEMY_WIN_TR1_PX		(1)
#define ENEMY_WIN_TR1_PY		(1)
#define ENEMY_WIN_TR1_SX		(30)
#define ENEMY_WIN_TR1_SY		(2)
#define ENEMY_WIN_TR1_CGX		(1)

//「もどる」
#define ENEMY_WIN_MODORU_PX		(26)
#define ENEMY_WIN_MODORU_PY		(19)
#define ENEMY_WIN_MODORU_SX		(4)
#define ENEMY_WIN_MODORU_SY		(3)
#define ENEMY_WIN_MODORU_CGX	(ENEMY_WIN_TR1_CGX + ENEMY_WIN_TR1_SX * ENEMY_WIN_TR1_SY)

//「LV99」
#define ENEMY_WIN_LV_PX			(0)
#define ENEMY_WIN_LV_PY			(4)
#define ENEMY_WIN_LV_SX			(32)
#define ENEMY_WIN_LV_SY			(2)
#define ENEMY_WIN_LV_CGX		(ENEMY_WIN_MODORU_CGX + ENEMY_WIN_MODORU_SX * ENEMY_WIN_MODORU_SY)

//「HP」
#define ENEMY_WIN_HP_PX			(0)
#define ENEMY_WIN_HP_PY			(9)
#define ENEMY_WIN_HP_SX			(32)
#define ENEMY_WIN_HP_SY			(2)
#define ENEMY_WIN_HP_CGX		(ENEMY_WIN_LV_CGX + ENEMY_WIN_LV_SX * ENEMY_WIN_LV_SY)

/////////////////////////////////////////////////////////////////////////////////////////////
//「つよさ・わざ」(フレームを変えている)
#define ENEMY_WIN_STATUS_PX		(4)
#define ENEMY_WIN_STATUS_PY		(10)
#define ENEMY_WIN_STATUS_SX		(26)
#define ENEMY_WIN_STATUS_SY		(14)
#define ENEMY_WIN_STATUS_CGX	(1)

//「基本リスト1」(フレームを変えている)(★「つよさ・わざ」内に収まるようにする」)
//しらべる、レベル、じょうほう、とじる
#define ENEMY_WIN_BASIC_LIST_PX		(23)
#define ENEMY_WIN_BASIC_LIST_PY		(15)
#define ENEMY_WIN_BASIC_LIST_SX		(8)
#define ENEMY_WIN_BASIC_LIST_SY		(8)
#define ENEMY_WIN_BASIC_LIST_CGX	(1)		//注意

//「基本リスト2」(フレームを変えている)(★「つよさ・わざ」内に収まるようにする)
//つよさ、わざ、ランクアップ、やめる
#define ENEMY_WIN_BASIC2_LIST_PX	(22)
#define ENEMY_WIN_BASIC2_LIST_PY	(9)
#define ENEMY_WIN_BASIC2_LIST_SX	(9)
#define ENEMY_WIN_BASIC2_LIST_SY	(8)
#define ENEMY_WIN_BASIC2_LIST_CGX	(ENEMY_WIN_STATUS_CGX+ENEMY_WIN_STATUS_SX*ENEMY_WIN_STATUS_SY)

//「会話」(フレームを変えている)
#define ENEMY_WIN_TALK_PX		(2)
#define ENEMY_WIN_TALK_PY		(19)
#define ENEMY_WIN_TALK_SX		(27)
#define ENEMY_WIN_TALK_SY		(4)
#define ENEMY_WIN_TALK_CGX	(ENEMY_WIN_BASIC2_LIST_CGX + ENEMY_WIN_BASIC2_LIST_SX * ENEMY_WIN_BASIC2_LIST_SY)

//「会話(メニューウィンドウ)」(フレームを変えている)(★「会話」内に収まるようにする)
#define ENEMY_WIN_TALKMENU_PX	(2)
#define ENEMY_WIN_TALKMENU_PY	(19)
#define ENEMY_WIN_TALKMENU_SX	(20)
#define ENEMY_WIN_TALKMENU_SY	(4)
#define ENEMY_WIN_TALKMENU_CGX	(ENEMY_WIN_TALK_CGX + ENEMY_WIN_TALK_SX *ENEMY_WIN_TALK_SY)

//「会話(メニューウィンドウ2)」(フレームを変えている)(★「会話」内に収まるようにする)
#define ENEMY_WIN_TALKMENU2_PX	(2)
#define ENEMY_WIN_TALKMENU2_PY	(19)
#define ENEMY_WIN_TALKMENU2_SX	(17)
#define ENEMY_WIN_TALKMENU2_SY	(4)
#define ENEMY_WIN_TALKMENU2_CGX	(ENEMY_WIN_TALKMENU_CGX+ENEMY_WIN_TALKMENU_SX*ENEMY_WIN_TALKMENU_SY)

//「はい・いいえ」(フレームを変えている)
#define ENEMY_WIN_YESNO_PX		(24)
#define ENEMY_WIN_YESNO_PY		(13)
#define ENEMY_WIN_YESNO_SX		(7)
#define ENEMY_WIN_YESNO_SY		(4)
#define ENEMY_WIN_YESNO_CGX	(ENEMY_WIN_TALKMENU2_CGX+ENEMY_WIN_TALKMENU2_SX*ENEMY_WIN_TALKMENU2_SY)

//「レベル＋５・レベルー５・やめる」(フレームを変えている)
#define ENEMY_WIN_SEL_PX		(24)
#define ENEMY_WIN_SEL_PY		(11)
#define ENEMY_WIN_SEL_SX		(7)
#define ENEMY_WIN_SEL_SY		(6)
#define ENEMY_WIN_SEL_CGX		(ENEMY_WIN_YESNO_CGX + ENEMY_WIN_YESNO_SX * ENEMY_WIN_YESNO_SY)

// 上画面ステータス
// ポケモン名
#define	ENEMY_WIN_ST_NAME_PX	( 13 )
#define	ENEMY_WIN_ST_NAME_PY	( 1 )
#define	ENEMY_WIN_ST_NAME_SX	( 8 )
#define	ENEMY_WIN_ST_NAME_SY	( 2 )
#define	ENEMY_WIN_ST_NAME_CGX	( 1024 - ENEMY_WIN_ST_NAME_SX * ENEMY_WIN_ST_NAME_SY )
// 性別
#define	ENEMY_WIN_ST_SEX_PX		( 21 )
#define	ENEMY_WIN_ST_SEX_PY		( 1 )
#define	ENEMY_WIN_ST_SEX_SX		( 1 )
#define	ENEMY_WIN_ST_SEX_SY		( 2 )
#define	ENEMY_WIN_ST_SEX_CGX	( ENEMY_WIN_ST_NAME_CGX - ENEMY_WIN_ST_SEX_SX * ENEMY_WIN_ST_SEX_SY )
//「Lv.」
#define	ENEMY_WIN_ST_LV_T_PX	( 23 )
#define	ENEMY_WIN_ST_LV_T_PY	( 1 )
#define	ENEMY_WIN_ST_LV_T_SX	( 3 )
#define	ENEMY_WIN_ST_LV_T_SY	( 2 )
#define	ENEMY_WIN_ST_LV_T_CGX	( ENEMY_WIN_ST_SEX_CGX - ENEMY_WIN_ST_LV_T_SX * ENEMY_WIN_ST_LV_T_SY )
// レベル
#define	ENEMY_WIN_ST_LV_P_PX	( 26 )
#define	ENEMY_WIN_ST_LV_P_PY	( 1 )
#define	ENEMY_WIN_ST_LV_P_SX	( 3 )
#define	ENEMY_WIN_ST_LV_P_SY	( 2 )
#define	ENEMY_WIN_ST_LV_P_CGX	( ENEMY_WIN_ST_LV_T_CGX - ENEMY_WIN_ST_LV_P_SX * ENEMY_WIN_ST_LV_P_SY )
//「とくせい」
#define	ENEMY_WIN_ST_SP_T_PX	( 13 )
#define	ENEMY_WIN_ST_SP_T_PY	( 4 )
#define	ENEMY_WIN_ST_SP_T_SX	( 6 )
#define	ENEMY_WIN_ST_SP_T_SY	( 2 )
#define	ENEMY_WIN_ST_SP_T_CGX	( ENEMY_WIN_ST_LV_P_CGX - ENEMY_WIN_ST_SP_T_SX * ENEMY_WIN_ST_SP_T_SY )
// 特性
#define	ENEMY_WIN_ST_SP_P_PX	( 20 )
#define	ENEMY_WIN_ST_SP_P_PY	( 4 )
#define	ENEMY_WIN_ST_SP_P_SX	( 11 )
#define	ENEMY_WIN_ST_SP_P_SY	( 2 )
#define	ENEMY_WIN_ST_SP_P_CGX	( ENEMY_WIN_ST_SP_T_CGX - ENEMY_WIN_ST_SP_P_SX * ENEMY_WIN_ST_SP_P_SY )
//「せいかく」
#define	ENEMY_WIN_ST_CHAR_T_PX	( 13 )
#define	ENEMY_WIN_ST_CHAR_T_PY	( 7 )
#define	ENEMY_WIN_ST_CHAR_T_SX	( 6 )
#define	ENEMY_WIN_ST_CHAR_T_SY	( 2 )
#define	ENEMY_WIN_ST_CHAR_T_CGX	( ENEMY_WIN_ST_SP_P_CGX - ENEMY_WIN_ST_CHAR_T_SX * ENEMY_WIN_ST_CHAR_T_SY )
// 性格
#define	ENEMY_WIN_ST_CHAR_P_PX	( 20 )
#define	ENEMY_WIN_ST_CHAR_P_PY	( 7 )
#define	ENEMY_WIN_ST_CHAR_P_SX	( 8 )
#define	ENEMY_WIN_ST_CHAR_P_SY	( 2 )
#define	ENEMY_WIN_ST_CHAR_P_CGX	( ENEMY_WIN_ST_CHAR_T_CGX - ENEMY_WIN_ST_CHAR_P_SX * ENEMY_WIN_ST_CHAR_P_SY )
//「もちもの」
#define	ENEMY_WIN_ST_ITEM_T_PX	( 13 )
#define	ENEMY_WIN_ST_ITEM_T_PY	( 10 )
#define	ENEMY_WIN_ST_ITEM_T_SX	( 6 )
#define	ENEMY_WIN_ST_ITEM_T_SY	( 2 )
#define	ENEMY_WIN_ST_ITEM_T_CGX	( ENEMY_WIN_ST_CHAR_P_CGX - ENEMY_WIN_ST_ITEM_T_SX * ENEMY_WIN_ST_ITEM_T_SY )
// 持ち物
#define	ENEMY_WIN_ST_ITEM_P_PX	( 19 )
#define	ENEMY_WIN_ST_ITEM_P_PY	( 10 )
#define	ENEMY_WIN_ST_ITEM_P_SX	( 12 )
#define	ENEMY_WIN_ST_ITEM_P_SY	( 2 )
#define	ENEMY_WIN_ST_ITEM_P_CGX	( ENEMY_WIN_ST_ITEM_T_CGX - ENEMY_WIN_ST_ITEM_P_SX * ENEMY_WIN_ST_ITEM_P_SY )
//「ＨＰ」
#define	ENEMY_WIN_ST_HP_T_PX	( 1 )
#define	ENEMY_WIN_ST_HP_T_PY	( 11 )
#define	ENEMY_WIN_ST_HP_T_SX	( 2 )
#define	ENEMY_WIN_ST_HP_T_SY	( 2 )
#define	ENEMY_WIN_ST_HP_T_CGX	( ENEMY_WIN_ST_ITEM_P_CGX - ENEMY_WIN_ST_HP_T_SX * ENEMY_WIN_ST_HP_T_SY )
// ＨＰ
#define	ENEMY_WIN_ST_HP_P_PX	( 4 )
#define	ENEMY_WIN_ST_HP_P_PY	( 11 )
//#define	ENEMY_WIN_ST_HP_P_SX	( 3 )
#define	ENEMY_WIN_ST_HP_P_SX	( 7 )
#define	ENEMY_WIN_ST_HP_P_SY	( 2 )
#define	ENEMY_WIN_ST_HP_P_CGX	( ENEMY_WIN_ST_HP_T_CGX - ENEMY_WIN_ST_HP_P_SX * ENEMY_WIN_ST_HP_P_SY )
// ＨＰの／
#define	ENEMY_WIN_ST_HPSRA_PX	( 7 )
#define	ENEMY_WIN_ST_HPSRA_PY	( 11 )
#define	ENEMY_WIN_ST_HPSRA_SX	( 1 )
#define	ENEMY_WIN_ST_HPSRA_SY	( 2 )
#define	ENEMY_WIN_ST_HPSRA_CGX	( ENEMY_WIN_ST_HP_P_CGX - ENEMY_WIN_ST_HPSRA_SX * ENEMY_WIN_ST_HPSRA_SY )
// 最大ＨＰ
#define	ENEMY_WIN_ST_MHP_P_PX	( 8 )
#define	ENEMY_WIN_ST_MHP_P_PY	( 11 )
#define	ENEMY_WIN_ST_MHP_P_SX	( 3 )
#define	ENEMY_WIN_ST_MHP_P_SY	( 2 )
#define	ENEMY_WIN_ST_MHP_P_CGX	( ENEMY_WIN_ST_HPSRA_CGX - ENEMY_WIN_ST_MHP_P_SX * ENEMY_WIN_ST_MHP_P_SY )
//「こうげき」
#define	ENEMY_WIN_ST_ATC_T_PX	( 1 )
#define	ENEMY_WIN_ST_ATC_T_PY	( 13 )
#define	ENEMY_WIN_ST_ATC_T_SX	( 6 )
#define	ENEMY_WIN_ST_ATC_T_SY	( 2 )
#define	ENEMY_WIN_ST_ATC_T_CGX	( ENEMY_WIN_ST_MHP_P_CGX - ENEMY_WIN_ST_ATC_T_SX * ENEMY_WIN_ST_ATC_T_SY )
// 攻撃
#define	ENEMY_WIN_ST_ATC_P_PX	( 8 )
#define	ENEMY_WIN_ST_ATC_P_PY	( 13 )
#define	ENEMY_WIN_ST_ATC_P_SX	( 3 )
#define	ENEMY_WIN_ST_ATC_P_SY	( 2 )
#define	ENEMY_WIN_ST_ATC_P_CGX	( ENEMY_WIN_ST_ATC_T_CGX - ENEMY_WIN_ST_ATC_P_SX * ENEMY_WIN_ST_ATC_P_SY )
//「とくこう」
#define	ENEMY_WIN_ST_SPA_T_PX	( 1 )
#define	ENEMY_WIN_ST_SPA_T_PY	( 17 )
#define	ENEMY_WIN_ST_SPA_T_SX	( 6 )
#define	ENEMY_WIN_ST_SPA_T_SY	( 2 )
#define	ENEMY_WIN_ST_SPA_T_CGX	( ENEMY_WIN_ST_ATC_P_CGX - ENEMY_WIN_ST_SPA_T_SX * ENEMY_WIN_ST_SPA_T_SY )
// 特攻
#define	ENEMY_WIN_ST_SPA_P_PX	( 8 )
#define	ENEMY_WIN_ST_SPA_P_PY	( 17 )
#define	ENEMY_WIN_ST_SPA_P_SX	( 3 )
#define	ENEMY_WIN_ST_SPA_P_SY	( 2 )
#define	ENEMY_WIN_ST_SPA_P_CGX	( ENEMY_WIN_ST_SPA_T_CGX - ENEMY_WIN_ST_SPA_P_SX * ENEMY_WIN_ST_SPA_P_SY )
//「ぼうぎょ」
#define	ENEMY_WIN_ST_DEF_T_PX	( 1 )
#define	ENEMY_WIN_ST_DEF_T_PY	( 15 )
#define	ENEMY_WIN_ST_DEF_T_SX	( 6 )
#define	ENEMY_WIN_ST_DEF_T_SY	( 2 )
#define	ENEMY_WIN_ST_DEF_T_CGX	( ENEMY_WIN_ST_SPA_P_CGX - ENEMY_WIN_ST_DEF_T_SX * ENEMY_WIN_ST_DEF_T_SY )
// 防御
#define	ENEMY_WIN_ST_DEF_P_PX	( 8 )
#define	ENEMY_WIN_ST_DEF_P_PY	( 15 )
#define	ENEMY_WIN_ST_DEF_P_SX	( 3 )
#define	ENEMY_WIN_ST_DEF_P_SY	( 2 )
#define	ENEMY_WIN_ST_DEF_P_CGX	( ENEMY_WIN_ST_DEF_T_CGX - ENEMY_WIN_ST_DEF_P_SX * ENEMY_WIN_ST_DEF_P_SY )
//「とくぼう」
#define	ENEMY_WIN_ST_SPD_T_PX	( 1 )
#define	ENEMY_WIN_ST_SPD_T_PY	( 19 )
#define	ENEMY_WIN_ST_SPD_T_SX	( 6 )
#define	ENEMY_WIN_ST_SPD_T_SY	( 2 )
#define	ENEMY_WIN_ST_SPD_T_CGX	( ENEMY_WIN_ST_DEF_P_CGX - ENEMY_WIN_ST_SPD_T_SX * ENEMY_WIN_ST_SPD_T_SY )
// 特防
#define	ENEMY_WIN_ST_SPD_P_PX	( 8 )
#define	ENEMY_WIN_ST_SPD_P_PY	( 19 )
#define	ENEMY_WIN_ST_SPD_P_SX	( 3 )
#define	ENEMY_WIN_ST_SPD_P_SY	( 2 )
#define	ENEMY_WIN_ST_SPD_P_CGX	( ENEMY_WIN_ST_SPD_T_CGX - ENEMY_WIN_ST_SPD_P_SX * ENEMY_WIN_ST_SPD_P_SY )
//「すばやさ」
#define	ENEMY_WIN_ST_AGI_T_PX	( 1 )
#define	ENEMY_WIN_ST_AGI_T_PY	( 21 )
#define	ENEMY_WIN_ST_AGI_T_SX	( 6 )
#define	ENEMY_WIN_ST_AGI_T_SY	( 2 )
#define	ENEMY_WIN_ST_AGI_T_CGX	( ENEMY_WIN_ST_SPD_P_CGX - ENEMY_WIN_ST_AGI_T_SX * ENEMY_WIN_ST_AGI_T_SY )
// 素早さ
#define	ENEMY_WIN_ST_AGI_P_PX	( 8 )
#define	ENEMY_WIN_ST_AGI_P_PY	( 21 )
#define	ENEMY_WIN_ST_AGI_P_SX	( 3 )
#define	ENEMY_WIN_ST_AGI_P_SY	( 2 )
#define	ENEMY_WIN_ST_AGI_P_CGX	( ENEMY_WIN_ST_AGI_T_CGX - ENEMY_WIN_ST_AGI_P_SX * ENEMY_WIN_ST_AGI_P_SY )
// 技
#define	ENEMY_WIN_ST_WAZA_PX	( 13 )
#define	ENEMY_WIN_ST_WAZA_PY	( 14 )
#define	ENEMY_WIN_ST_WAZA_SX	( 18 )
#define	ENEMY_WIN_ST_WAZA_SY	( 8 )
#define	ENEMY_WIN_ST_WAZA_CGX	( ENEMY_WIN_ST_AGI_P_CGX - ENEMY_WIN_ST_WAZA_SX * ENEMY_WIN_ST_WAZA_SY )


static const BMPWIN_DAT CastleEnemyBmpData[] =
{
	{	// 0:「トレーナー名1、2」
		BC_FRAME_WIN, ENEMY_WIN_TR1_PX, ENEMY_WIN_TR1_PY,
		ENEMY_WIN_TR1_SX, ENEMY_WIN_TR1_SY, BC_FONT_PAL, ENEMY_WIN_TR1_CGX
	},
	{	// 1:「もどる」
		BC_FRAME_WIN, ENEMY_WIN_MODORU_PX, ENEMY_WIN_MODORU_PY,
		ENEMY_WIN_MODORU_SX, ENEMY_WIN_MODORU_SY, BC_FONT_PAL, ENEMY_WIN_MODORU_CGX
	},
	{	// 2:「LV99」
		BC_FRAME_WIN, ENEMY_WIN_LV_PX, ENEMY_WIN_LV_PY,
		ENEMY_WIN_LV_SX, ENEMY_WIN_LV_SY, BC_FONT_PAL, ENEMY_WIN_LV_CGX
	},
	{	// 3:「999/999」
		BC_FRAME_WIN, ENEMY_WIN_HP_PX, ENEMY_WIN_HP_PY,
		ENEMY_WIN_HP_SX, ENEMY_WIN_HP_SY, BC_FONT_PAL, ENEMY_WIN_HP_CGX
	},
	{	// 4:「つよさ・わざ」
		BC_FRAME_TYPE, ENEMY_WIN_STATUS_PX, ENEMY_WIN_STATUS_PY,		//フレームが違うので注意！
		ENEMY_WIN_STATUS_SX, ENEMY_WIN_STATUS_SY, BC_FONT_PAL, ENEMY_WIN_STATUS_CGX
	},
	{	// 5:「基本リスト1」
		BC_FRAME_TYPE, ENEMY_WIN_BASIC_LIST_PX, ENEMY_WIN_BASIC_LIST_PY,//フレームが違うので注意！
		ENEMY_WIN_BASIC_LIST_SX, ENEMY_WIN_BASIC_LIST_SY, BC_FONT_PAL, ENEMY_WIN_BASIC_LIST_CGX
	},
	{	// 6:「基本リスト2」
		BC_FRAME_TYPE, ENEMY_WIN_BASIC2_LIST_PX, ENEMY_WIN_BASIC2_LIST_PY,//フレームが違うので注意！
		ENEMY_WIN_BASIC2_LIST_SX, ENEMY_WIN_BASIC2_LIST_SY, BC_FONT_PAL, ENEMY_WIN_BASIC2_LIST_CGX
	},
	{	// 7:「会話」
		BC_FRAME_TYPE, ENEMY_WIN_TALK_PX, ENEMY_WIN_TALK_PY,			//フレームが違うので注意！
		ENEMY_WIN_TALK_SX, ENEMY_WIN_TALK_SY, BC_MSGFONT_PAL, ENEMY_WIN_TALK_CGX
	},
	{	// 8:「会話(メニューウィンドウ)」
		BC_FRAME_TYPE, ENEMY_WIN_TALKMENU_PX, ENEMY_WIN_TALKMENU_PY,	//フレームが違うので注意！
		ENEMY_WIN_TALKMENU_SX, ENEMY_WIN_TALKMENU_SY, BC_MSGFONT_PAL, ENEMY_WIN_TALKMENU_CGX
	},
	{	// 9:「会話(メニューウィンドウ2)」
		BC_FRAME_TYPE, ENEMY_WIN_TALKMENU2_PX, ENEMY_WIN_TALKMENU2_PY,	//フレームが違うので注意！
		ENEMY_WIN_TALKMENU2_SX, ENEMY_WIN_TALKMENU2_SY, BC_MSGFONT_PAL, ENEMY_WIN_TALKMENU2_CGX
	},
	{	// 10:「はい・いいえ」
		BC_FRAME_TYPE, ENEMY_WIN_YESNO_PX, ENEMY_WIN_YESNO_PY,			//フレームが違うので注意！
		ENEMY_WIN_YESNO_SX, ENEMY_WIN_YESNO_SY, BC_FONT_PAL, ENEMY_WIN_YESNO_CGX
	},
	{	// 11:「レベル＋５・レベルー５・やめる」
		BC_FRAME_TYPE, ENEMY_WIN_SEL_PX, ENEMY_WIN_SEL_PY,				//フレームが違うので注意！
		ENEMY_WIN_SEL_SX, ENEMY_WIN_SEL_SY, BC_FONT_PAL, ENEMY_WIN_SEL_CGX
	},

	// 上画面ステータス
	{	// ポケモン名
		BC_FRAME_BMP, ENEMY_WIN_ST_NAME_PX, ENEMY_WIN_ST_NAME_PY,
		ENEMY_WIN_ST_NAME_SX, ENEMY_WIN_ST_NAME_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_NAME_CGX
	},
	{	// 性別
		BC_FRAME_BMP, ENEMY_WIN_ST_SEX_PX, ENEMY_WIN_ST_SEX_PY,
		ENEMY_WIN_ST_SEX_SX, ENEMY_WIN_ST_SEX_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_SEX_CGX
	},
	{	//「Lv.」
		BC_FRAME_BMP, ENEMY_WIN_ST_LV_T_PX, ENEMY_WIN_ST_LV_T_PY,
		ENEMY_WIN_ST_LV_T_SX, ENEMY_WIN_ST_LV_T_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_LV_T_CGX
	},
	{	// レベル
		BC_FRAME_BMP, ENEMY_WIN_ST_LV_P_PX, ENEMY_WIN_ST_LV_P_PY,
		ENEMY_WIN_ST_LV_P_SX, ENEMY_WIN_ST_LV_P_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_LV_P_CGX
	},
	{	//「とくせい」
		BC_FRAME_BMP, ENEMY_WIN_ST_SP_T_PX, ENEMY_WIN_ST_SP_T_PY,
		ENEMY_WIN_ST_SP_T_SX, ENEMY_WIN_ST_SP_T_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_SP_T_CGX
	},
	{	// 特性
		BC_FRAME_BMP, ENEMY_WIN_ST_SP_P_PX, ENEMY_WIN_ST_SP_P_PY,
		ENEMY_WIN_ST_SP_P_SX, ENEMY_WIN_ST_SP_P_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_SP_P_CGX
	},
	{	//「せいかく」
		BC_FRAME_BMP, ENEMY_WIN_ST_CHAR_T_PX, ENEMY_WIN_ST_CHAR_T_PY,
		ENEMY_WIN_ST_CHAR_T_SX, ENEMY_WIN_ST_CHAR_T_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_CHAR_T_CGX
	},
	{	// 性格
		BC_FRAME_BMP, ENEMY_WIN_ST_CHAR_P_PX, ENEMY_WIN_ST_CHAR_P_PY,
		ENEMY_WIN_ST_CHAR_P_SX, ENEMY_WIN_ST_CHAR_P_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_CHAR_P_CGX
	},
	{	//「もちもの」
		BC_FRAME_BMP, ENEMY_WIN_ST_ITEM_T_PX, ENEMY_WIN_ST_ITEM_T_PY,
		ENEMY_WIN_ST_ITEM_T_SX, ENEMY_WIN_ST_ITEM_T_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_ITEM_T_CGX
	},
	{	// 持ち物
		BC_FRAME_BMP, ENEMY_WIN_ST_ITEM_P_PX, ENEMY_WIN_ST_ITEM_P_PY,
		ENEMY_WIN_ST_ITEM_P_SX, ENEMY_WIN_ST_ITEM_P_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_ITEM_P_CGX
	},
	{	//「ＨＰ」
		BC_FRAME_BMP, ENEMY_WIN_ST_HP_T_PX, ENEMY_WIN_ST_HP_T_PY,
		ENEMY_WIN_ST_HP_T_SX, ENEMY_WIN_ST_HP_T_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_HP_T_CGX
	},
	{	// ＨＰ
		BC_FRAME_BMP, ENEMY_WIN_ST_HP_P_PX, ENEMY_WIN_ST_HP_P_PY,
		ENEMY_WIN_ST_HP_P_SX, ENEMY_WIN_ST_HP_P_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_HP_P_CGX
	},
/*
	{	// ＨＰの／
		BC_FRAME_BMP, ENEMY_WIN_ST_HPSRA_PX, ENEMY_WIN_ST_HPSRA_PY,
		ENEMY_WIN_ST_HPSRA_SX, ENEMY_WIN_ST_HPSRA_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_HPSRA_CGX
	},
	{	// 最大ＨＰ
		BC_FRAME_BMP, ENEMY_WIN_ST_MHP_P_PX, ENEMY_WIN_ST_MHP_P_PY,
		ENEMY_WIN_ST_MHP_P_SX, ENEMY_WIN_ST_MHP_P_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_MHP_P_CGX
	},
*/
	{	//「こうげき」
		BC_FRAME_BMP, ENEMY_WIN_ST_ATC_T_PX, ENEMY_WIN_ST_ATC_T_PY,
		ENEMY_WIN_ST_ATC_T_SX, ENEMY_WIN_ST_ATC_T_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_ATC_T_CGX
	},
	{	// 攻撃
		BC_FRAME_BMP, ENEMY_WIN_ST_ATC_P_PX, ENEMY_WIN_ST_ATC_P_PY,
		ENEMY_WIN_ST_ATC_P_SX, ENEMY_WIN_ST_ATC_P_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_ATC_P_CGX
	},
	{	//「とくこう」
		BC_FRAME_BMP, ENEMY_WIN_ST_SPA_T_PX, ENEMY_WIN_ST_SPA_T_PY,
		ENEMY_WIN_ST_SPA_T_SX, ENEMY_WIN_ST_SPA_T_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_SPA_T_CGX
	},
	{	// 特攻
		BC_FRAME_BMP, ENEMY_WIN_ST_SPA_P_PX, ENEMY_WIN_ST_SPA_P_PY,
		ENEMY_WIN_ST_SPA_P_SX, ENEMY_WIN_ST_SPA_P_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_SPA_P_CGX
	},
	{	//「ぼうぎょ」
		BC_FRAME_BMP, ENEMY_WIN_ST_DEF_T_PX, ENEMY_WIN_ST_DEF_T_PY,
		ENEMY_WIN_ST_DEF_T_SX, ENEMY_WIN_ST_DEF_T_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_DEF_T_CGX
	},
	{	// 防御
		BC_FRAME_BMP, ENEMY_WIN_ST_DEF_P_PX, ENEMY_WIN_ST_DEF_P_PY,
		ENEMY_WIN_ST_DEF_P_SX, ENEMY_WIN_ST_DEF_P_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_DEF_P_CGX
	},
	{	//「とくぼう」
		BC_FRAME_BMP, ENEMY_WIN_ST_SPD_T_PX, ENEMY_WIN_ST_SPD_T_PY,
		ENEMY_WIN_ST_SPD_T_SX, ENEMY_WIN_ST_SPD_T_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_SPD_T_CGX
	},
	{	// 特防
		BC_FRAME_BMP, ENEMY_WIN_ST_SPD_P_PX, ENEMY_WIN_ST_SPD_P_PY,
		ENEMY_WIN_ST_SPD_P_SX, ENEMY_WIN_ST_SPD_P_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_SPD_P_CGX
	},
	{	//「すばやさ」
		BC_FRAME_BMP, ENEMY_WIN_ST_AGI_T_PX, ENEMY_WIN_ST_AGI_T_PY,
		ENEMY_WIN_ST_AGI_T_SX, ENEMY_WIN_ST_AGI_T_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_AGI_T_CGX
	},
	{	// 素早さ
		BC_FRAME_BMP, ENEMY_WIN_ST_AGI_P_PX, ENEMY_WIN_ST_AGI_P_PY,
		ENEMY_WIN_ST_AGI_P_SX, ENEMY_WIN_ST_AGI_P_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_AGI_P_CGX
	},
	{	// 技
		BC_FRAME_BMP, ENEMY_WIN_ST_WAZA_PX, ENEMY_WIN_ST_WAZA_PY,
		ENEMY_WIN_ST_WAZA_SX, ENEMY_WIN_ST_WAZA_SY, BC_FONT_PAL_S, ENEMY_WIN_ST_WAZA_CGX,
	},
};


//==============================================================================================
//
//	プロトタイプ宣言
//
//==============================================================================================
void CastleAddBmpWin( GF_BGL_INI* bgl, GF_BGL_BMPWIN* win, u8 bmp_no );
void CastleExitBmpWin( GF_BGL_BMPWIN* win, u8 bmp_no );
void CastleOffBmpWin( GF_BGL_BMPWIN* win, u8 bmp_no );
void CastleWriteMenuWin( GF_BGL_INI* bgl, GF_BGL_BMPWIN* win );
void CastleTalkWinPut( GF_BGL_BMPWIN * win, WINTYPE wintype );

//はい、いいえウィンドウ定義
#define YESNO_PX		(23)			//開始Ｘ
#define YESNO_PY		(19)			//開始Ｙ
#define YESNO_SX		(8)				//幅Ｘ
#define YESNO_SY		(4)				//幅Ｙ

//会話ウィンドウ定義
#define TALK_PX			(2)				//開始Ｘ
#define TALK_PY			(19)			//開始Ｙ
#define TALK_SX			(17)			//幅Ｘ
#define TALK_SY			(4)				//幅Ｙ


typedef struct{
	const BMPWIN_DAT* dat;				//BMPデータ
	u32	max;							//登録最大数
}CASTLE_BMP;

//
static const CASTLE_BMP castle_bmp[CASTLE_BMP_MAX] = {
	{ CastleMineBmpData,	CASTLE_MINE_BMPWIN_MAX	},
	{ CastleEnemyBmpData,	CASTLE_ENEMY_BMPWIN_MAX	},
};


//==============================================================================================
//
//	関数
//
//==============================================================================================

//--------------------------------------------------------------
/**
 * @brief	ビットマップ追加
 *
 * @param	ini		BGLデータ
 * @param	win		ビットマップウィンドウ
 *
 * @return	none
 */
//--------------------------------------------------------------
void CastleAddBmpWin( GF_BGL_INI* bgl, GF_BGL_BMPWIN* win, u8 bmp_no )
{
	u8 i;
	const BMPWIN_DAT* dat = castle_bmp[bmp_no].dat;
	u32 max = castle_bmp[bmp_no].max;

	//ビットマップ追加
	for( i=0; i < max; i++ ){
		GF_BGL_BmpWinAddEx( bgl, &win[i], &dat[i] );
		GF_BGL_BmpWinDataFill( &win[i], FBMP_COL_NULL );		//塗りつぶし
	}

	OS_Printf( "２ページ目のＣＰ開始位置 : %d\n", MINE_WIN_RCP_CGX );

	return;
}

//--------------------------------------------------------------
/**
 * @brief	ビットマップウィンドウ破棄
 *
 * @param	win		ビットマップウィンドウ
 *
 * @return	none
 */
//--------------------------------------------------------------
void CastleExitBmpWin( GF_BGL_BMPWIN* win, u8 bmp_no )
{
	u16	i;
	u32 max = castle_bmp[bmp_no].max;

	for( i=0; i < max; i++ ){
		GF_BGL_BmpWinDel( &win[i] );
	}

	return;
}

//--------------------------------------------------------------
/**
 * @brief	ビットマップウィンドウオフ
 *
 * @param	win		ビットマップウィンドウ
 *
 * @return	none
 */
//--------------------------------------------------------------
void CastleOffBmpWin( GF_BGL_BMPWIN* win, u8 bmp_no )
{
	u16	i;
	u32 max = castle_bmp[bmp_no].max;

	for( i=0; i < max; i++ ){
		GF_BGL_BmpWinOff( &win[i] );
	}

	return;
}

//--------------------------------------------------------------
/**
 * @brief	メニューウィンドウ表示
 *
 * @param	ini		BGLデータ
 * @param	win		ビットマップウィンドウ
 *
 * @return	none
 */
//--------------------------------------------------------------
void CastleWriteMenuWin( GF_BGL_INI* bgl, GF_BGL_BMPWIN* win )
{
	//メニューウィンドウのグラフィックをセット
	//MenuWinGraphicSet( bgl, BC_FRAME_WIN, BC_MENU_CGX_NUM, BC_MENU_PAL, 0, HEAPID_CASTLE );
	MenuWinGraphicSet(	bgl, GF_BGL_BmpWinGet_Frame(win),
						BC_MENU_CGX_NUM, BC_MENU_PAL, 0, HEAPID_CASTLE );

	//メニューウィンドウを描画
	BmpMenuWinWrite( win, WINDOW_TRANS_OFF, BC_MENU_CGX_NUM, BC_MENU_PAL );
	return;
}

//--------------------------------------------------------------------------------------------
/**
 * @brief	会話ウィンドウ表示
 *
 * @param	win		BMPデータ
 *
 * @return	none
 */
//--------------------------------------------------------------------------------------------
void CastleTalkWinPut( GF_BGL_BMPWIN * win, WINTYPE wintype )
{
	TalkWinGraphicSet( win->ini, GF_BGL_BmpWinGet_Frame(win), BC_TALKWIN_CGX_NUM,
						BC_TALKWIN_PAL, wintype, HEAPID_CASTLE );

	GF_BGL_BmpWinDataFill( win, 15 );
	BmpTalkWinWrite( win, WINDOW_TRANS_OFF, BC_TALKWIN_CGX_NUM, BC_TALKWIN_PAL );
	GF_BGL_BmpWinOnVReq( win );
	return;
}



void CASTLEBMP_SelBoxDataGet( u16 * num, u16 * siz )
{
	*siz = BC_SELBOX_CGX_SIZ;
	*num = BC_SELBOX_CGX_NUM;
}




//--------------------------------------------------------------------------------------------
/**
 * @brief	文字列表示（バッファ指定）
 *
 * @param	win		BMPWIN
 * @param	str		文字列バッファ
 * @param	x		表示基準Ｘ座標
 * @param	y		表示基準Ｙ座標
 * @param	fnt		フォント
 * @param	col		カラー
 * @param	mode	表示モード
 *
 * @return	none
 *
 * @li	mode = CASTLEBMP_PRINT_MODE_LEFT   : 左詰
 * @li	mode = CASTLEBMP_PRINT_MODE_RIGHT  : 右詰
 * @li	mode = CASTLEBMP_PRINT_MODE_CENTER : 中央
 */
//--------------------------------------------------------------------------------------------
void CASTLEBMP_StrPrintCore(
		GF_BGL_BMPWIN * win, STRBUF * str,
		u32 x, u32 y, FONT_TYPE fnt, GF_PRINTCOLOR col, u32 mode )
{
	if( mode == CASTLEBMP_PRINT_MODE_RIGHT ){
		x -= FontProc_GetPrintStrWidth( fnt, str, 0 );
	}else if( mode == CASTLEBMP_PRINT_MODE_CENTER ){
		x -= ( FontProc_GetPrintStrWidth( fnt, str, 0 ) / 2 );
	}
	GF_STR_PrintColor( win, fnt, str, x, y, MSG_NO_PUT, col, NULL );
}

//--------------------------------------------------------------------------------------------
/**
 * @brief	文字列表示（固定文字列）
 *
 * @param	win		BMPWIN
 * @param	man		メッセージマネージャ
 * @param	msgID	文字列ＩＤ
 * @param	x		表示基準Ｘ座標
 * @param	y		表示基準Ｙ座標
 * @param	fnt		フォント
 * @param	col		カラー
 * @param	mode	表示モード
 *
 * @return	none
 *
 * @li	mode = CASTLEBMP_PRINT_MODE_LEFT   : 左詰
 * @li	mode = CASTLEBMP_PRINT_MODE_RIGHT  : 右詰
 * @li	mode = CASTLEBMP_PRINT_MODE_CENTER : 中央
 */
//--------------------------------------------------------------------------------------------
void CASTLEBMP_StrPrint(
		GF_BGL_BMPWIN * win, MSGDATA_MANAGER * man,
		u32 msgID, u32 x, u32 y, FONT_TYPE fnt, GF_PRINTCOLOR col, u32 mode )
{
	STRBUF * str = MSGMAN_AllocString( man, msgID );

	CASTLEBMP_StrPrintCore( win, str, x, y, fnt, col, mode );

	STRBUF_Delete( str );
}